/Engine/Source/Runtime/RenderCore/Public/ShaderCodeArchive.h
Decompresses the shader into caller-provided memory. Caller is assumed to allocate at least ShaderEntry uncompressed size value. The engine will crash (LogFatal) if this function fails.
namespace ShaderCodeArchive { void ShaderCodeArchive::DecompressShaderWithOodle ( uint8 * OutDecompressedShader, int64 UncompressedSize, const uint8 * CompressedShaderCode, int64 CompressedSize ) }